Right. The biggest reasons for the crash were the lack of try-before-you-buy and the lack of good-quality reviews.
(Eh... ever note how "good review" means a review that paints the product in a good light, as opposed to a review which is, itself, high-quality? Ditto "bad review", mutatis mutandis? Maybe this influences why nobody reviews reviews.)
The industry practice of paying for good reviews (either buying them outright or stopping payment of "free" games and such if unfavorable reviews get published) is classic quarterly report thinking: It works in the short term, at least arguably, but it damages the industry overall and sets it up for... another crash.